Clinton Ma

Passion through Design

Hi! My name is Clinton and you've found my game design portfolio.

In 2010 I took a leap of faith and returned to school to learn more about a life-long passion of mine: video games. I entered the games industry in 2011. Since the beginning I have worked alongside, lead or been mentored by some of the brightest and friendliest people I have ever met. I became an indie developer and design contractor in 2014. It's been a dream come true to be able to do what I do each day!

Please check the handy list of images to the right for my published or commercial projects. A sample of my student work can be found under "Games" in the main navigation.

What's New - Updated February 2015:
My first independent game, FLAK is almost complete! I released the first dev diary on YouTube earlier this month to introduce the game and to talk about the challenges of indie development. "FLAK Friday" will also coincide with fresh updates to the IndieDB page.

Updated January 2015:
It was my pleasure to work with SkyBox Labs last summer on two exciting projects in partnership with DeNA. One of those projects has just been released! Protocol Zero is the first FPS stealth game to be released for the Samsung Galaxy Note 4 and Gear VR platform. I was responsible for feature planning, UI design, user experience design and level design in Unity 3D. You can find the free demo on the Oculus Store.

For the studios and projects looking for an Experienced Designer...Here's what I can do:

Detailed Design Documentation -- Concise, lucid and collaborative paper design at all levels from feature planning to crunchy game mechanics.

User Interface Design -- I have been recognized time and again for my visualization talents, demonstrated by my thorough treatment of game screens from static wireframes, flows and more interactive screen prototypes. I'm also big on User Experience design and ensuring players are welcomed into a game's world instead of thrown in haphazardly.

Economy and Progression Systems -- I can develop the proper rewards, resources and behaviour loops to keep players captivated with your game.

Content Design -- How do your game's mechanics come alive? I have designed levels in UDK and Unity3D and designed an entire mission system for a social collectible card game. I love to flex my creative muscle by developing characters, stories and dialogue as well as designing devious challenges for the player.

Scripting -- Coding is a means to an end and affords me a lot of freedom to test out ideas and deliver quality designs in a tangible form. I've worked with UnrealScript, Kismet, C#, Javascript, Twine and GML.

I write about game design theory on my blog The Clinton Ma Boilerplate.I was also a co-founder of the Stretch Goal Cast podcast on YouTube and I used to write about indie and digital card games for PlayNation.